src/joystick/SDL_gamecontroller.c
author Sam Lantinga <slouken@libsdl.org>
Sun, 09 Mar 2014 11:06:11 -0700
changeset 8582 c3e9a2b93517
parent 8543 b9dd3cf38585
child 8583 fb2933ca805f
permissions -rw-r--r--
Fixed line endings on WinRT source code
slouken@8582
     1
/*
slouken@8582
     2
  Simple DirectMedia Layer
slouken@8582
     3
  Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
slouken@8582
     4
slouken@8582
     5
  This software is provided 'as-is', without any express or implied
slouken@8582
     6
  warranty.  In no event will the authors be held liable for any damages
slouken@8582
     7
  arising from the use of this software.
slouken@8582
     8
slouken@8582
     9
  Permission is granted to anyone to use this software for any purpose,
slouken@8582
    10
  including commercial applications, and to alter it and redistribute it
slouken@8582
    11
  freely, subject to the following restrictions:
slouken@8582
    12
slouken@8582
    13
  1. The origin of this software must not be misrepresented; you must not
slouken@8582
    14
     claim that you wrote the original software. If you use this software
slouken@8582
    15
     in a product, an acknowledgment in the product documentation would be
slouken@8582
    16
     appreciated but is not required.
slouken@8582
    17
  2. Altered source versions must be plainly marked as such, and must not be
slouken@8582
    18
     misrepresented as being the original software.
slouken@8582
    19
  3. This notice may not be removed or altered from any source distribution.
slouken@8582
    20
*/
slouken@8582
    21
#include "SDL_config.h"
slouken@8582
    22
slouken@8582
    23
/* This is the game controller API for Simple DirectMedia Layer */
slouken@8582
    24
slouken@8582
    25
#include "SDL_events.h"
slouken@8582
    26
#include "SDL_assert.h"
slouken@8582
    27
#include "SDL_sysjoystick.h"
slouken@8582
    28
#include "SDL_hints.h"
slouken@8582
    29
#include "SDL_gamecontrollerdb.h"
slouken@8582
    30
slouken@8582
    31
#if !SDL_EVENTS_DISABLED
slouken@8582
    32
#include "../events/SDL_events_c.h"
slouken@8582
    33
#endif
slouken@8582
    34
#define ABS(_x) ((_x) < 0 ? -(_x) : (_x))
slouken@8582
    35
slouken@8582
    36
slouken@8582
    37
/* a list of currently opened game controllers */
slouken@8582
    38
static SDL_GameController *SDL_gamecontrollers = NULL;
slouken@8582
    39
slouken@8582
    40
/* keep track of the hat and mask value that transforms this hat movement into a button/axis press */
slouken@8582
    41
struct _SDL_HatMapping
slouken@8582
    42
{
slouken@8582
    43
    int hat;
slouken@8582
    44
    Uint8 mask;
slouken@8582
    45
};
slouken@8582
    46
slouken@8582
    47
#define k_nMaxReverseEntries 20
slouken@8582
    48
slouken@8582
    49
/**
slouken@8582
    50
 * We are encoding the "HAT" as 0xhm. where h == hat ID and m == mask
slouken@8582
    51
 * MAX 4 hats supported
slouken@8582
    52
 */
slouken@8582
    53
#define k_nMaxHatEntries 0x3f + 1
slouken@8582
    54
slouken@8582
    55
/* our in memory mapping db between joystick objects and controller mappings */
slouken@8582
    56
struct _SDL_ControllerMapping
slouken@8582
    57
{
slouken@8582
    58
    SDL_JoystickGUID guid;
slouken@8582
    59
    const char *name;
slouken@8582
    60
slouken@8582
    61
    /* mapping of axis/button id to controller version */
slouken@8582
    62
    int axes[SDL_CONTROLLER_AXIS_MAX];
slouken@8582
    63
    int buttonasaxis[SDL_CONTROLLER_AXIS_MAX];
slouken@8582
    64
slouken@8582
    65
    int buttons[SDL_CONTROLLER_BUTTON_MAX];
slouken@8582
    66
    int axesasbutton[SDL_CONTROLLER_BUTTON_MAX];
slouken@8582
    67
    struct _SDL_HatMapping hatasbutton[SDL_CONTROLLER_BUTTON_MAX];
slouken@8582
    68
slouken@8582
    69
    /* reverse mapping, joystick indices to buttons */
slouken@8582
    70
    SDL_GameControllerAxis raxes[k_nMaxReverseEntries];
slouken@8582
    71
    SDL_GameControllerAxis rbuttonasaxis[k_nMaxReverseEntries];
slouken@8582
    72
slouken@8582
    73
    SDL_GameControllerButton rbuttons[k_nMaxReverseEntries];
slouken@8582
    74
    SDL_GameControllerButton raxesasbutton[k_nMaxReverseEntries];
slouken@8582
    75
    SDL_GameControllerButton rhatasbutton[k_nMaxHatEntries];
slouken@8582
    76
slouken@8582
    77
};
slouken@8582
    78
slouken@8582
    79
slouken@8582
    80
/* our hard coded list of mapping support */
slouken@8582
    81
typedef struct _ControllerMapping_t
slouken@8582
    82
{
slouken@8582
    83
    SDL_JoystickGUID guid;
slouken@8582
    84
    char *name;
slouken@8582
    85
    char *mapping;
slouken@8582
    86
    struct _ControllerMapping_t *next;
slouken@8582
    87
} ControllerMapping_t;
slouken@8582
    88
slouken@8582
    89
static ControllerMapping_t *s_pSupportedControllers = NULL;
slouken@8582
    90
#if defined(SDL_JOYSTICK_DINPUT) || defined(SDL_JOYSTICK_XINPUT)
slouken@8582
    91
static ControllerMapping_t *s_pXInputMapping = NULL;
slouken@8582
    92
#endif
slouken@8582
    93
slouken@8582
    94
/* The SDL game controller structure */
slouken@8582
    95
struct _SDL_GameController
slouken@8582
    96
{
slouken@8582
    97
    SDL_Joystick *joystick; /* underlying joystick device */
slouken@8582
    98
    int ref_count;
slouken@8582
    99
    Uint8 hatState[4]; /* the current hat state for this controller */
slouken@8582
   100
    struct _SDL_ControllerMapping mapping; /* the mapping object for this controller */
slouken@8582
   101
    struct _SDL_GameController *next; /* pointer to next game controller we have allocated */
slouken@8582
   102
};
slouken@8582
   103
slouken@8582
   104
slouken@8582
   105
int SDL_PrivateGameControllerAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxis axis, Sint16 value);
slouken@8582
   106
int SDL_PrivateGameControllerButton(SDL_GameController * gamecontroller, SDL_GameControllerButton button, Uint8 state);
slouken@8582
   107
slouken@8582
   108
/*
slouken@8582
   109
 * Event filter to fire controller events from joystick ones
slouken@8582
   110
 */
slouken@8582
   111
int SDL_GameControllerEventWatcher(void *userdata, SDL_Event * event)
slouken@8582
   112
{
slouken@8582
   113
    switch( event->type )
slouken@8582
   114
    {
slouken@8582
   115
    case SDL_JOYAXISMOTION:
slouken@8582
   116
        {
slouken@8582
   117
            SDL_GameController *controllerlist;
slouken@8582
   118
slouken@8582
   119
            if ( event->jaxis.axis >= k_nMaxReverseEntries ) break;
slouken@8582
   120
slouken@8582
   121
            controllerlist = SDL_gamecontrollers;
slouken@8582
   122
            while ( controllerlist )
slouken@8582
   123
            {
slouken@8582
   124
                if ( controllerlist->joystick->instance_id == event->jaxis.which )
slouken@8582
   125
                {
slouken@8582
   126
                    if ( controllerlist->mapping.raxes[event->jaxis.axis] >= 0 ) /* simple axis to axis, send it through */
slouken@8582
   127
                    {
slouken@8582
   128
                        SDL_GameControllerAxis axis = controllerlist->mapping.raxes[event->jaxis.axis];
slouken@8582
   129
                        Sint16 value = event->jaxis.value;
slouken@8582
   130
                        switch (axis)
slouken@8582
   131
                        {
slouken@8582
   132
                            case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
slouken@8582
   133
                            case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
slouken@8582
   134
                                /* Shift it to be 0 - 32767. */
slouken@8582
   135
                                value = value / 2 + 16384;
slouken@8582
   136
                            default:
slouken@8582
   137
                                break;
slouken@8582
   138
                        }
slouken@8582
   139
                        SDL_PrivateGameControllerAxis( controllerlist, axis, value );
slouken@8582
   140
                    }
slouken@8582
   141
                    else if ( controllerlist->mapping.raxesasbutton[event->jaxis.axis] >= 0 ) /* simulate an axis as a button */
slouken@8582
   142
                    {
slouken@8582
   143
                        SDL_PrivateGameControllerButton( controllerlist, controllerlist->mapping.raxesasbutton[event->jaxis.axis], ABS(event->jaxis.value) > 32768/2 ? SDL_PRESSED : SDL_RELEASED );
slouken@8582
   144
                    }
slouken@8582
   145
                    break;
slouken@8582
   146
                }
slouken@8582
   147
                controllerlist = controllerlist->next;
slouken@8582
   148
            }
slouken@8582
   149
        }
slouken@8582
   150
        break;
slouken@8582
   151
    case SDL_JOYBUTTONDOWN:
slouken@8582
   152
    case SDL_JOYBUTTONUP:
slouken@8582
   153
        {
slouken@8582
   154
            SDL_GameController *controllerlist;
slouken@8582
   155
slouken@8582
   156
            if ( event->jbutton.button >= k_nMaxReverseEntries ) break;
slouken@8582
   157
slouken@8582
   158
            controllerlist = SDL_gamecontrollers;
slouken@8582
   159
            while ( controllerlist )
slouken@8582
   160
            {
slouken@8582
   161
                if ( controllerlist->joystick->instance_id == event->jbutton.which )
slouken@8582
   162
                {
slouken@8582
   163
                    if ( controllerlist->mapping.rbuttons[event->jbutton.button] >= 0 ) /* simple button as button */
slouken@8582
   164
                    {
slouken@8582
   165
                        SDL_PrivateGameControllerButton( controllerlist, controllerlist->mapping.rbuttons[event->jbutton.button], event->jbutton.state );
slouken@8582
   166
                    }
slouken@8582
   167
                    else if ( controllerlist->mapping.rbuttonasaxis[event->jbutton.button] >= 0 ) /* an button pretending to be an axis */
slouken@8582
   168
                    {
slouken@8582
   169
                        SDL_PrivateGameControllerAxis( controllerlist, controllerlist->mapping.rbuttonasaxis[event->jbutton.button], event->jbutton.state > 0 ? 32767 : 0 );
slouken@8582
   170
                    }
slouken@8582
   171
                    break;
slouken@8582
   172
                }
slouken@8582
   173
                controllerlist = controllerlist->next;
slouken@8582
   174
            }
slouken@8582
   175
        }
slouken@8582
   176
        break;
slouken@8582
   177
    case SDL_JOYHATMOTION:
slouken@8582
   178
        {
slouken@8582
   179
            SDL_GameController *controllerlist;
slouken@8582
   180
slouken@8582
   181
            if ( event->jhat.hat >= 4 ) break;
slouken@8582
   182
slouken@8582
   183
            controllerlist = SDL_gamecontrollers;
slouken@8582
   184
            while ( controllerlist )
slouken@8582
   185
            {
slouken@8582
   186
                if ( controllerlist->joystick->instance_id == event->jhat.which )
slouken@8582
   187
                {
slouken@8582
   188
                    Uint8 bSame = controllerlist->hatState[event->jhat.hat] & event->jhat.value;
slouken@8582
   189
                    /* Get list of removed bits (button release) */
slouken@8582
   190
                    Uint8 bChanged = controllerlist->hatState[event->jhat.hat] ^ bSame;
slouken@8582
   191
                    /* the hat idx in the high nibble */
slouken@8582
   192
                    int bHighHat = event->jhat.hat << 4;
slouken@8582
   193
slouken@8582
   194
                    if ( bChanged & SDL_HAT_DOWN )
slouken@8582
   195
                        SDL_PrivateGameControllerButton( controllerlist, controllerlist->mapping.rhatasbutton[bHighHat | SDL_HAT_DOWN], SDL_RELEASED );
slouken@8582
   196
                    if ( bChanged & SDL_HAT_UP )
slouken@8582
   197
                        SDL_PrivateGameControllerButton( controllerlist, controllerlist->mapping.rhatasbutton[bHighHat | SDL_HAT_UP], SDL_RELEASED );
slouken@8582
   198
                    if ( bChanged & SDL_HAT_LEFT )
slouken@8582
   199
                        SDL_PrivateGameControllerButton( controllerlist, controllerlist->mapping.rhatasbutton[bHighHat | SDL_HAT_LEFT], SDL_RELEASED );
slouken@8582
   200
                    if ( bChanged & SDL_HAT_RIGHT )
slouken@8582
   201
                        SDL_PrivateGameControllerButton( controllerlist, controllerlist->mapping.rhatasbutton[bHighHat | SDL_HAT_RIGHT], SDL_RELEASED );
slouken@8582
   202
slouken@8582
   203
                    /* Get list of added bits (button press) */
slouken@8582
   204
                    bChanged = event->jhat.value ^ bSame;
slouken@8582
   205
slouken@8582
   206
                    if ( bChanged & SDL_HAT_DOWN )
slouken@8582
   207
                        SDL_PrivateGameControllerButton( controllerlist, controllerlist->mapping.rhatasbutton[bHighHat | SDL_HAT_DOWN], SDL_PRESSED );
slouken@8582
   208
                    if ( bChanged & SDL_HAT_UP )
slouken@8582
   209
                        SDL_PrivateGameControllerButton( controllerlist, controllerlist->mapping.rhatasbutton[bHighHat | SDL_HAT_UP], SDL_PRESSED );
slouken@8582
   210
                    if ( bChanged & SDL_HAT_LEFT )
slouken@8582
   211
                        SDL_PrivateGameControllerButton( controllerlist, controllerlist->mapping.rhatasbutton[bHighHat | SDL_HAT_LEFT], SDL_PRESSED );
slouken@8582
   212
                    if ( bChanged & SDL_HAT_RIGHT )
slouken@8582
   213
                        SDL_PrivateGameControllerButton( controllerlist, controllerlist->mapping.rhatasbutton[bHighHat | SDL_HAT_RIGHT], SDL_PRESSED );
slouken@8582
   214
slouken@8582
   215
                    /* update our state cache */
slouken@8582
   216
                    controllerlist->hatState[event->jhat.hat] = event->jhat.value;
slouken@8582
   217
slouken@8582
   218
                    break;
slouken@8582
   219
                }
slouken@8582
   220
                controllerlist = controllerlist->next;
slouken@8582
   221
            }
slouken@8582
   222
        }
slouken@8582
   223
        break;
slouken@8582
   224
    case SDL_JOYDEVICEADDED:
slouken@8582
   225
        {
slouken@8582
   226
            if ( SDL_IsGameController(event->jdevice.which ) )
slouken@8582
   227
            {
slouken@8582
   228
                SDL_Event deviceevent;
slouken@8582
   229
                deviceevent.type = SDL_CONTROLLERDEVICEADDED;
slouken@8582
   230
                deviceevent.cdevice.which = event->jdevice.which;
slouken@8582
   231
                SDL_PushEvent(&deviceevent);
slouken@8582
   232
            }
slouken@8582
   233
        }
slouken@8582
   234
        break;
slouken@8582
   235
    case SDL_JOYDEVICEREMOVED:
slouken@8582
   236
        {
slouken@8582
   237
            SDL_GameController *controllerlist = SDL_gamecontrollers;
slouken@8582
   238
            while ( controllerlist )
slouken@8582
   239
            {
slouken@8582
   240
                if ( controllerlist->joystick->instance_id == event->jdevice.which )
slouken@8582
   241
                {
slouken@8582
   242
                    SDL_Event deviceevent;
slouken@8582
   243
                    deviceevent.type = SDL_CONTROLLERDEVICEREMOVED;
slouken@8582
   244
                    deviceevent.cdevice.which = event->jdevice.which;
slouken@8582
   245
                    SDL_PushEvent(&deviceevent);
slouken@8582
   246
                    break;
slouken@8582
   247
                }
slouken@8582
   248
                controllerlist = controllerlist->next;
slouken@8582
   249
            }
slouken@8582
   250
        }
slouken@8582
   251
        break;
slouken@8582
   252
    default:
slouken@8582
   253
        break;
slouken@8582
   254
    }
slouken@8582
   255
slouken@8582
   256
    return 1;
slouken@8582
   257
}
slouken@8582
   258
slouken@8582
   259
/*
slouken@8582
   260
 * Helper function to scan the mappings database for a controller with the specified GUID
slouken@8582
   261
 */
slouken@8582
   262
ControllerMapping_t *SDL_PrivateGetControllerMappingForGUID(SDL_JoystickGUID *guid)
slouken@8582
   263
{
slouken@8582
   264
    ControllerMapping_t *pSupportedController = s_pSupportedControllers;
slouken@8582
   265
    while ( pSupportedController )
slouken@8582
   266
    {
slouken@8582
   267
        if ( !SDL_memcmp( guid, &pSupportedController->guid, sizeof(*guid) ) )
slouken@8582
   268
        {
slouken@8582
   269
            return pSupportedController;
slouken@8582
   270
        }
slouken@8582
   271
        pSupportedController = pSupportedController->next;
slouken@8582
   272
    }
slouken@8582
   273
    return NULL;
slouken@8582
   274
}
slouken@8582
   275
slouken@8582
   276
/*
slouken@8582
   277
 * Helper function to determine pre-calculated offset to certain joystick mappings
slouken@8582
   278
 */
slouken@8582
   279
ControllerMapping_t *SDL_PrivateGetControllerMapping(int device_index)
slouken@8582
   280
{
slouken@8582
   281
#if defined(SDL_JOYSTICK_DINPUT) || defined(SDL_JOYSTICK_XINPUT)
slouken@8582
   282
    if ( SDL_SYS_IsXInputDeviceIndex(device_index) && s_pXInputMapping )
slouken@8582
   283
    {
slouken@8582
   284
        return s_pXInputMapping;
slouken@8582
   285
    }
slouken@8582
   286
    else
slouken@8582
   287
#endif
slouken@8582
   288
    {
slouken@8582
   289
        SDL_JoystickGUID jGUID = SDL_JoystickGetDeviceGUID( device_index );
slouken@8582
   290
        return SDL_PrivateGetControllerMappingForGUID(&jGUID);
slouken@8582
   291
    }
slouken@8582
   292
}
slouken@8582
   293
slouken@8582
   294
static const char* map_StringForControllerAxis[] = {
slouken@8582
   295
    "leftx",
slouken@8582
   296
    "lefty",
slouken@8582
   297
    "rightx",
slouken@8582
   298
    "righty",
slouken@8582
   299
    "lefttrigger",
slouken@8582
   300
    "righttrigger",
slouken@8582
   301
    NULL
slouken@8582
   302
};
slouken@8582
   303
slouken@8582
   304
/*
slouken@8582
   305
 * convert a string to its enum equivalent
slouken@8582
   306
 */
slouken@8582
   307
SDL_GameControllerAxis SDL_GameControllerGetAxisFromString( const char *pchString )
slouken@8582
   308
{
slouken@8582
   309
    int entry;
slouken@8582
   310
    if ( !pchString || !pchString[0] )
slouken@8582
   311
        return SDL_CONTROLLER_AXIS_INVALID;
slouken@8582
   312
slouken@8582
   313
    for ( entry = 0; map_StringForControllerAxis[entry]; ++entry)
slouken@8582
   314
    {
slouken@8582
   315
        if ( !SDL_strcasecmp( pchString, map_StringForControllerAxis[entry] ) )
slouken@8582
   316
            return entry;
slouken@8582
   317
    }
slouken@8582
   318
    return SDL_CONTROLLER_AXIS_INVALID;
slouken@8582
   319
}
slouken@8582
   320
slouken@8582
   321
/*
slouken@8582
   322
 * convert an enum to its string equivalent
slouken@8582
   323
 */
slouken@8582
   324
const char* SDL_GameControllerGetStringForAxis( SDL_GameControllerAxis axis )
slouken@8582
   325
{
slouken@8582
   326
    if (axis > SDL_CONTROLLER_AXIS_INVALID && axis < SDL_CONTROLLER_AXIS_MAX)
slouken@8582
   327
    {
slouken@8582
   328
        return map_StringForControllerAxis[axis];
slouken@8582
   329
    }
slouken@8582
   330
    return NULL;
slouken@8582
   331
}
slouken@8582
   332
slouken@8582
   333
static const char* map_StringForControllerButton[] = {
slouken@8582
   334
    "a",
slouken@8582
   335
    "b",
slouken@8582
   336
    "x",
slouken@8582
   337
    "y",
slouken@8582
   338
    "back",
slouken@8582
   339
    "guide",
slouken@8582
   340
    "start",
slouken@8582
   341
    "leftstick",
slouken@8582
   342
    "rightstick",
slouken@8582
   343
    "leftshoulder",
slouken@8582
   344
    "rightshoulder",
slouken@8582
   345
    "dpup",
slouken@8582
   346
    "dpdown",
slouken@8582
   347
    "dpleft",
slouken@8582
   348
    "dpright",
slouken@8582
   349
    NULL
slouken@8582
   350
};
slouken@8582
   351
slouken@8582
   352
/*
slouken@8582
   353
 * convert a string to its enum equivalent
slouken@8582
   354
 */
slouken@8582
   355
SDL_GameControllerButton SDL_GameControllerGetButtonFromString( const char *pchString )
slouken@8582
   356
{
slouken@8582
   357
    int entry;
slouken@8582
   358
    if ( !pchString || !pchString[0] )
slouken@8582
   359
        return SDL_CONTROLLER_BUTTON_INVALID;
slouken@8582
   360
slouken@8582
   361
    for ( entry = 0; map_StringForControllerButton[entry]; ++entry)
slouken@8582
   362
    {
slouken@8582
   363
        if ( !SDL_strcasecmp( pchString, map_StringForControllerButton[entry] ) )
slouken@8582
   364
        return entry;
slouken@8582
   365
    }
slouken@8582
   366
    return SDL_CONTROLLER_BUTTON_INVALID;
slouken@8582
   367
}
slouken@8582
   368
slouken@8582
   369
/*
slouken@8582
   370
 * convert an enum to its string equivalent
slouken@8582
   371
 */
slouken@8582
   372
const char* SDL_GameControllerGetStringForButton( SDL_GameControllerButton axis )
slouken@8582
   373
{
slouken@8582
   374
    if (axis > SDL_CONTROLLER_BUTTON_INVALID && axis < SDL_CONTROLLER_BUTTON_MAX)
slouken@8582
   375
    {
slouken@8582
   376
        return map_StringForControllerButton[axis];
slouken@8582
   377
    }
slouken@8582
   378
    return NULL;
slouken@8582
   379
}
slouken@8582
   380
slouken@8582
   381
/*
slouken@8582
   382
 * given a controller button name and a joystick name update our mapping structure with it
slouken@8582
   383
 */
slouken@8582
   384
void SDL_PrivateGameControllerParseButton( const char *szGameButton, const char *szJoystickButton, struct _SDL_ControllerMapping *pMapping )
slouken@8582
   385
{
slouken@8582
   386
    int iSDLButton = 0;
slouken@8582
   387
    SDL_GameControllerButton button;
slouken@8582
   388
    SDL_GameControllerAxis axis;
slouken@8582
   389
    button = SDL_GameControllerGetButtonFromString( szGameButton );
slouken@8582
   390
    axis = SDL_GameControllerGetAxisFromString( szGameButton );
slouken@8582
   391
    iSDLButton = SDL_atoi( &szJoystickButton[1] );
slouken@8582
   392
slouken@8582
   393
    if ( szJoystickButton[0] == 'a' )
slouken@8582
   394
    {
slouken@8582
   395
        if ( iSDLButton >= k_nMaxReverseEntries )
slouken@8582
   396
        {
slouken@8582
   397
            SDL_SetError("Axis index too large: %d", iSDLButton );
slouken@8582
   398
            return;
slouken@8582
   399
        }
slouken@8582
   400
        if ( axis != SDL_CONTROLLER_AXIS_INVALID )
slouken@8582
   401
        {
slouken@8582
   402
            pMapping->axes[ axis ] = iSDLButton;
slouken@8582
   403
            pMapping->raxes[ iSDLButton ] = axis;
slouken@8582
   404
        }
slouken@8582
   405
        else if ( button != SDL_CONTROLLER_BUTTON_INVALID )
slouken@8582
   406
        {
slouken@8582
   407
            pMapping->axesasbutton[ button ] = iSDLButton;
slouken@8582
   408
            pMapping->raxesasbutton[ iSDLButton ] = button;
slouken@8582
   409
        }
slouken@8582
   410
        else
slouken@8582
   411
        {
slouken@8582
   412
            SDL_assert( !"How did we get here?" );
slouken@8582
   413
        }
slouken@8582
   414
slouken@8582
   415
    }
slouken@8582
   416
    else if ( szJoystickButton[0] == 'b' )
slouken@8582
   417
    {
slouken@8582
   418
        if ( iSDLButton >= k_nMaxReverseEntries )
slouken@8582
   419
        {
slouken@8582
   420
            SDL_SetError("Button index too large: %d", iSDLButton );
slouken@8582
   421
            return;
slouken@8582
   422
        }
slouken@8582
   423
        if ( button != SDL_CONTROLLER_BUTTON_INVALID )
slouken@8582
   424
        {
slouken@8582
   425
            pMapping->buttons[ button ] = iSDLButton;
slouken@8582
   426
            pMapping->rbuttons[ iSDLButton ] = button;
slouken@8582
   427
        }
slouken@8582
   428
        else if ( axis != SDL_CONTROLLER_AXIS_INVALID )
slouken@8582
   429
        {
slouken@8582
   430
            pMapping->buttonasaxis[ axis ] = iSDLButton;
slouken@8582
   431
            pMapping->rbuttonasaxis[ iSDLButton ] = axis;
slouken@8582
   432
        }
slouken@8582
   433
        else
slouken@8582
   434
        {
slouken@8582
   435
            SDL_assert( !"How did we get here?" );
slouken@8582
   436
        }
slouken@8582
   437
    }
slouken@8582
   438
    else if ( szJoystickButton[0] == 'h' )
slouken@8582
   439
    {
slouken@8582
   440
        int hat = SDL_atoi( &szJoystickButton[1] );
slouken@8582
   441
        int mask = SDL_atoi( &szJoystickButton[3] );
slouken@8582
   442
        if (hat >= 4) {
slouken@8582
   443
            SDL_SetError("Hat index too large: %d", iSDLButton );
slouken@8582
   444
        }
slouken@8582
   445
slouken@8582
   446
        if ( button != SDL_CONTROLLER_BUTTON_INVALID )
slouken@8582
   447
        {
slouken@8582
   448
            int ridx;
slouken@8582
   449
            pMapping->hatasbutton[ button ].hat = hat;
slouken@8582
   450
            pMapping->hatasbutton[ button ].mask = mask;
slouken@8582
   451
            ridx = (hat << 4) | mask;
slouken@8582
   452
            pMapping->rhatasbutton[ ridx ] = button;
slouken@8582
   453
        }
slouken@8582
   454
        else if ( axis != SDL_CONTROLLER_AXIS_INVALID )
slouken@8582
   455
        {
slouken@8582
   456
            SDL_assert( !"Support hat as axis" );
slouken@8582
   457
        }
slouken@8582
   458
        else
slouken@8582
   459
        {
slouken@8582
   460
            SDL_assert( !"How did we get here?" );
slouken@8582
   461
        }
slouken@8582
   462
    }
slouken@8582
   463
}
slouken@8582
   464
slouken@8582
   465
slouken@8582
   466
/*
slouken@8582
   467
 * given a controller mapping string update our mapping object
slouken@8582
   468
 */
slouken@8582
   469
static void
slouken@8582
   470
SDL_PrivateGameControllerParseControllerConfigString( struct _SDL_ControllerMapping *pMapping, const char *pchString )
slouken@8582
   471
{
slouken@8582
   472
    char szGameButton[20];
slouken@8582
   473
    char szJoystickButton[20];
slouken@8582
   474
    SDL_bool bGameButton = SDL_TRUE;
slouken@8582
   475
    int i = 0;
slouken@8582
   476
    const char *pchPos = pchString;
slouken@8582
   477
slouken@8582
   478
    SDL_memset( szGameButton, 0x0, sizeof(szGameButton) );
slouken@8582
   479
    SDL_memset( szJoystickButton, 0x0, sizeof(szJoystickButton) );
slouken@8582
   480
slouken@8582
   481
    while ( pchPos && *pchPos )
slouken@8582
   482
    {
slouken@8582
   483
        if ( *pchPos == ':' )
slouken@8582
   484
        {
slouken@8582
   485
            i = 0;
slouken@8582
   486
            bGameButton = SDL_FALSE;
slouken@8582
   487
        }
slouken@8582
   488
        else if ( *pchPos == ' ' )
slouken@8582
   489
        {
slouken@8582
   490
slouken@8582
   491
        }
slouken@8582
   492
        else if ( *pchPos == ',' )
slouken@8582
   493
        {
slouken@8582
   494
            i = 0;
slouken@8582
   495
            bGameButton = SDL_TRUE;
slouken@8582
   496
            SDL_PrivateGameControllerParseButton( szGameButton, szJoystickButton, pMapping );
slouken@8582
   497
            SDL_memset( szGameButton, 0x0, sizeof(szGameButton) );
slouken@8582
   498
            SDL_memset( szJoystickButton, 0x0, sizeof(szJoystickButton) );
slouken@8582
   499
slouken@8582
   500
        }
slouken@8582
   501
        else if ( bGameButton )
slouken@8582
   502
        {
slouken@8582
   503
            if ( i >=  sizeof(szGameButton))
slouken@8582
   504
            {
slouken@8582
   505
                SDL_SetError( "Button name too large: %s", szGameButton );
slouken@8582
   506
                return;
slouken@8582
   507
            }
slouken@8582
   508
            szGameButton[i] = *pchPos;
slouken@8582
   509
            i++;
slouken@8582
   510
        }
slouken@8582
   511
        else
slouken@8582
   512
        {
slouken@8582
   513
            if ( i >=  sizeof(szJoystickButton))
slouken@8582
   514
            {
slouken@8582
   515
                SDL_SetError( "Joystick button name too large: %s", szJoystickButton );
slouken@8582
   516
                return;
slouken@8582
   517
            }
slouken@8582
   518
            szJoystickButton[i] = *pchPos;
slouken@8582
   519
            i++;
slouken@8582
   520
        }
slouken@8582
   521
        pchPos++;
slouken@8582
   522
    }
slouken@8582
   523
slouken@8582
   524
    SDL_PrivateGameControllerParseButton( szGameButton, szJoystickButton, pMapping );
slouken@8582
   525
slouken@8582
   526
}
slouken@8582
   527
slouken@8582
   528
/*
slouken@8582
   529
 * Make a new button mapping struct
slouken@8582
   530
 */
slouken@8582
   531
void SDL_PrivateLoadButtonMapping( struct _SDL_ControllerMapping *pMapping, SDL_JoystickGUID guid, const char *pchName, const char *pchMapping )
slouken@8582
   532
{
slouken@8582
   533
    int j;
slouken@8582
   534
slouken@8582
   535
    pMapping->guid = guid;
slouken@8582
   536
    pMapping->name = pchName;
slouken@8582
   537
slouken@8582
   538
    /* set all the button mappings to non defaults */
slouken@8582
   539
    for ( j = 0; j < SDL_CONTROLLER_AXIS_MAX; j++ )
slouken@8582
   540
    {
slouken@8582
   541
        pMapping->axes[j] = -1;
slouken@8582
   542
        pMapping->buttonasaxis[j] = -1;
slouken@8582
   543
    }
slouken@8582
   544
    for ( j = 0; j < SDL_CONTROLLER_BUTTON_MAX; j++ )
slouken@8582
   545
    {
slouken@8582
   546
        pMapping->buttons[j] = -1;
slouken@8582
   547
        pMapping->axesasbutton[j] = -1;
slouken@8582
   548
        pMapping->hatasbutton[j].hat = -1;
slouken@8582
   549
    }
slouken@8582
   550
slouken@8582
   551
    for ( j = 0; j < k_nMaxReverseEntries; j++ )
slouken@8582
   552
    {
slouken@8582
   553
        pMapping->raxes[j] = SDL_CONTROLLER_AXIS_INVALID;
slouken@8582
   554
        pMapping->rbuttonasaxis[j] = SDL_CONTROLLER_AXIS_INVALID;
slouken@8582
   555
        pMapping->rbuttons[j] = SDL_CONTROLLER_BUTTON_INVALID;
slouken@8582
   556
        pMapping->raxesasbutton[j] = SDL_CONTROLLER_BUTTON_INVALID;
slouken@8582
   557
    }
slouken@8582
   558
slouken@8582
   559
    for (j = 0; j < k_nMaxHatEntries; j++)
slouken@8582
   560
    {
slouken@8582
   561
        pMapping->rhatasbutton[j] = SDL_CONTROLLER_BUTTON_INVALID;
slouken@8582
   562
    }
slouken@8582
   563
slouken@8582
   564
    SDL_PrivateGameControllerParseControllerConfigString( pMapping, pchMapping );
slouken@8582
   565
}
slouken@8582
   566
slouken@8582
   567
slouken@8582
   568
/*
slouken@8582
   569
 * grab the guid string from a mapping string
slouken@8582
   570
 */
slouken@8582
   571
char *SDL_PrivateGetControllerGUIDFromMappingString( const char *pMapping )
slouken@8582
   572
{
slouken@8582
   573
    const char *pFirstComma = SDL_strchr( pMapping, ',' );
slouken@8582
   574
    if ( pFirstComma )
slouken@8582
   575
    {
slouken@8582
   576
        char *pchGUID = SDL_malloc( pFirstComma - pMapping + 1 );
slouken@8582
   577
        if ( !pchGUID )
slouken@8582
   578
        {
slouken@8582
   579
            SDL_OutOfMemory();
slouken@8582
   580
            return NULL;
slouken@8582
   581
        }
slouken@8582
   582
        SDL_memcpy( pchGUID, pMapping, pFirstComma - pMapping );
slouken@8582
   583
        pchGUID[ pFirstComma - pMapping ] = 0;
slouken@8582
   584
        return pchGUID;
slouken@8582
   585
    }
slouken@8582
   586
    return NULL;
slouken@8582
   587
}
slouken@8582
   588
slouken@8582
   589
slouken@8582
   590
/*
slouken@8582
   591
 * grab the name string from a mapping string
slouken@8582
   592
 */
slouken@8582
   593
char *SDL_PrivateGetControllerNameFromMappingString( const char *pMapping )
slouken@8582
   594
{
slouken@8582
   595
    const char *pFirstComma, *pSecondComma;
slouken@8582
   596
    char *pchName;
slouken@8582
   597
slouken@8582
   598
    pFirstComma = SDL_strchr( pMapping, ',' );
slouken@8582
   599
    if ( !pFirstComma )
slouken@8582
   600
        return NULL;
slouken@8582
   601
slouken@8582
   602
    pSecondComma = SDL_strchr( pFirstComma + 1, ',' );
slouken@8582
   603
    if ( !pSecondComma )
slouken@8582
   604
        return NULL;
slouken@8582
   605
slouken@8582
   606
    pchName = SDL_malloc( pSecondComma - pFirstComma );
slouken@8582
   607
    if ( !pchName )
slouken@8582
   608
    {
slouken@8582
   609
        SDL_OutOfMemory();
slouken@8582
   610
        return NULL;
slouken@8582
   611
    }
slouken@8582
   612
    SDL_memcpy( pchName, pFirstComma + 1, pSecondComma - pFirstComma );
slouken@8582
   613
    pchName[ pSecondComma - pFirstComma - 1 ] = 0;
slouken@8582
   614
    return pchName;
slouken@8582
   615
}
slouken@8582
   616
slouken@8582
   617
slouken@8582
   618
/*
slouken@8582
   619
 * grab the button mapping string from a mapping string
slouken@8582
   620
 */
slouken@8582
   621
char *SDL_PrivateGetControllerMappingFromMappingString( const char *pMapping )
slouken@8582
   622
{
slouken@8582
   623
    const char *pFirstComma, *pSecondComma;
slouken@8582
   624
slouken@8582
   625
    pFirstComma = SDL_strchr( pMapping, ',' );
slouken@8582
   626
    if ( !pFirstComma )
slouken@8582
   627
        return NULL;
slouken@8582
   628
slouken@8582
   629
    pSecondComma = SDL_strchr( pFirstComma + 1, ',' );
slouken@8582
   630
    if ( !pSecondComma )
slouken@8582
   631
        return NULL;
slouken@8582
   632
slouken@8582
   633
    return SDL_strdup(pSecondComma + 1); /* mapping is everything after the 3rd comma */
slouken@8582
   634
}
slouken@8582
   635
slouken@8582
   636
void SDL_PrivateGameControllerRefreshMapping( ControllerMapping_t *pControllerMapping )
slouken@8582
   637
{
slouken@8582
   638
    SDL_GameController *gamecontrollerlist = SDL_gamecontrollers;
slouken@8582
   639
    while ( gamecontrollerlist )
slouken@8582
   640
    {
slouken@8582
   641
        if ( !SDL_memcmp( &gamecontrollerlist->mapping.guid, &pControllerMapping->guid, sizeof(pControllerMapping->guid) ) )
slouken@8582
   642
        {
slouken@8582
   643
            SDL_Event event;
slouken@8582
   644
            event.type = SDL_CONTROLLERDEVICEREMAPPED;
slouken@8582
   645
            event.cdevice.which = gamecontrollerlist->joystick->instance_id;
slouken@8582
   646
            SDL_PushEvent(&event);
slouken@8582
   647
slouken@8582
   648
            /* Not really threadsafe.  Should this lock access within SDL_GameControllerEventWatcher? */
slouken@8582
   649
            SDL_PrivateLoadButtonMapping(&gamecontrollerlist->mapping, pControllerMapping->guid, pControllerMapping->name, pControllerMapping->mapping);
slouken@8582
   650
        }
slouken@8582
   651
slouken@8582
   652
        gamecontrollerlist = gamecontrollerlist->next;
slouken@8582
   653
    }
slouken@8582
   654
}
slouken@8582
   655
slouken@8582
   656
/*
slouken@8582
   657
 * Add or update an entry into the Mappings Database
slouken@8582
   658
 */
slouken@8582
   659
int
slouken@8582
   660
SDL_GameControllerAddMapping( const char *mappingString )
slouken@8582
   661
{
slouken@8582
   662
    char *pchGUID;
slouken@8582
   663
    char *pchName;
slouken@8582
   664
    char *pchMapping;
slouken@8582
   665
    SDL_JoystickGUID jGUID;
slouken@8582
   666
    ControllerMapping_t *pControllerMapping;
slouken@8582
   667
#if defined(SDL_JOYSTICK_DINPUT) || defined(SDL_JOYSTICK_XINPUT)
slouken@8582
   668
    SDL_bool is_xinput_mapping = SDL_FALSE;
slouken@8582
   669
#endif
slouken@8582
   670
slouken@8582
   671
    pchGUID = SDL_PrivateGetControllerGUIDFromMappingString( mappingString );
slouken@8582
   672
    if (!pchGUID) {
slouken@8582
   673
        return -1;
slouken@8582
   674
    }
slouken@8582
   675
#if defined(SDL_JOYSTICK_DINPUT) || defined(SDL_JOYSTICK_XINPUT)
slouken@8582
   676
    if ( !SDL_strcasecmp( pchGUID, "xinput" ) ) {
slouken@8582
   677
        is_xinput_mapping = SDL_TRUE;
slouken@8582
   678
    }
slouken@8582
   679
#endif
slouken@8582
   680
    jGUID = SDL_JoystickGetGUIDFromString(pchGUID);
slouken@8582
   681
    SDL_free(pchGUID);
slouken@8582
   682
slouken@8582
   683
    pControllerMapping = SDL_PrivateGetControllerMappingForGUID(&jGUID);
slouken@8582
   684
slouken@8582
   685
    pchName = SDL_PrivateGetControllerNameFromMappingString( mappingString );
slouken@8582
   686
    if (!pchName) return -1;
slouken@8582
   687
slouken@8582
   688
    pchMapping = SDL_PrivateGetControllerMappingFromMappingString( mappingString );
slouken@8582
   689
    if (!pchMapping) {
slouken@8582
   690
        SDL_free( pchName );
slouken@8582
   691
        return -1;
slouken@8582
   692
    }
slouken@8582
   693
slouken@8582
   694
    if (pControllerMapping) {
slouken@8582
   695
        /* Update existing mapping */
slouken@8582
   696
        SDL_free( pControllerMapping->name );
slouken@8582
   697
        pControllerMapping->name = pchName;
slouken@8582
   698
        SDL_free( pControllerMapping->mapping );
slouken@8582
   699
        pControllerMapping->mapping = pchMapping;
slouken@8582
   700
        /* refresh open controllers */
slouken@8582
   701
        SDL_PrivateGameControllerRefreshMapping( pControllerMapping );
slouken@8582
   702
        return 0;
slouken@8582
   703
    } else {
slouken@8582
   704
        pControllerMapping = SDL_malloc( sizeof(*pControllerMapping) );
slouken@8582
   705
        if (!pControllerMapping) {
slouken@8582
   706
            SDL_free( pchName );
slouken@8582
   707
            SDL_free( pchMapping );
slouken@8582
   708
            return SDL_OutOfMemory();
slouken@8582
   709
        }
slouken@8582
   710
#if defined(SDL_JOYSTICK_DINPUT) || defined(SDL_JOYSTICK_XINPUT)
slouken@8582
   711
        if ( is_xinput_mapping )
slouken@8582
   712
        {
slouken@8582
   713
            s_pXInputMapping = pControllerMapping;
slouken@8582
   714
        }
slouken@8582
   715
#endif
slouken@8582
   716
        pControllerMapping->guid = jGUID;
slouken@8582
   717
        pControllerMapping->name = pchName;
slouken@8582
   718
        pControllerMapping->mapping = pchMapping;
slouken@8582
   719
        pControllerMapping->next = s_pSupportedControllers;
slouken@8582
   720
        s_pSupportedControllers = pControllerMapping;
slouken@8582
   721
        return 1;
slouken@8582
   722
    }
slouken@8582
   723
}
slouken@8582
   724
slouken@8582
   725
/*
slouken@8582
   726
 * Get the mapping string for this GUID
slouken@8582
   727
 */
slouken@8582
   728
char *
slouken@8582
   729
SDL_GameControllerMappingForGUID( SDL_JoystickGUID guid )
slouken@8582
   730
{
slouken@8582
   731
    char *pMappingString = NULL;
slouken@8582
   732
    ControllerMapping_t *mapping = SDL_PrivateGetControllerMappingForGUID(&guid);
slouken@8582
   733
    if (mapping) {
slouken@8582
   734
        char pchGUID[33];
slouken@8582
   735
        size_t needed;
slouken@8582
   736
        SDL_JoystickGetGUIDString(guid, pchGUID, sizeof(pchGUID));
slouken@8582
   737
        /* allocate enough memory for GUID + ',' + name + ',' + mapping + \0 */
slouken@8582
   738
        needed = SDL_strlen(pchGUID) + 1 + SDL_strlen(mapping->name) + 1 + SDL_strlen(mapping->mapping) + 1;
slouken@8582
   739
        pMappingString = SDL_malloc( needed );
slouken@8582
   740
        SDL_snprintf( pMappingString, needed, "%s,%s,%s", pchGUID, mapping->name, mapping->mapping );
slouken@8582
   741
    }
slouken@8582
   742
    return pMappingString;
slouken@8582
   743
}
slouken@8582
   744
slouken@8582
   745
/*
slouken@8582
   746
 * Get the mapping string for this device
slouken@8582
   747
 */
slouken@8582
   748
char *
slouken@8582
   749
SDL_GameControllerMapping( SDL_GameController * gamecontroller )
slouken@8582
   750
{
slouken@8582
   751
    return SDL_GameControllerMappingForGUID( gamecontroller->mapping.guid );
slouken@8582
   752
}
slouken@8582
   753
slouken@8582
   754
static void
slouken@8582
   755
SDL_GameControllerLoadHints()
slouken@8582
   756
{
slouken@8582
   757
    const char *hint = SDL_GetHint(SDL_HINT_GAMECONTROLLERCONFIG);
slouken@8582
   758
    if ( hint && hint[0] ) {
slouken@8582
   759
        size_t nchHints = SDL_strlen( hint );
slouken@8582
   760
        char *pUserMappings = SDL_malloc( nchHints + 1 );
slouken@8582
   761
        char *pTempMappings = pUserMappings;
slouken@8582
   762
        SDL_memcpy( pUserMappings, hint, nchHints );
slouken@8582
   763
        while ( pUserMappings ) {
slouken@8582
   764
            char *pchNewLine = NULL;
slouken@8582
   765
slouken@8582
   766
            pchNewLine = SDL_strchr( pUserMappings, '\n' );
slouken@8582
   767
            if ( pchNewLine )
slouken@8582
   768
                *pchNewLine = '\0';
slouken@8582
   769
slouken@8582
   770
            SDL_GameControllerAddMapping( pUserMappings );
slouken@8582
   771
slouken@8582
   772
            if ( pchNewLine )
slouken@8582
   773
                pUserMappings = pchNewLine + 1;
slouken@8582
   774
            else
slouken@8582
   775
                pUserMappings = NULL;
slouken@8582
   776
        }
slouken@8582
   777
        SDL_free(pTempMappings);
slouken@8582
   778
    }
slouken@8582
   779
}
slouken@8582
   780
slouken@8582
   781
/*
slouken@8582
   782
 * Initialize the game controller system, mostly load our DB of controller config mappings
slouken@8582
   783
 */
slouken@8582
   784
int
slouken@8582
   785
SDL_GameControllerInit(void)
slouken@8582
   786
{
slouken@8582
   787
    int i = 0;
slouken@8582
   788
    const char *pMappingString = NULL;
slouken@8582
   789
    s_pSupportedControllers = NULL;
slouken@8582
   790
    pMappingString = s_ControllerMappings[i];
slouken@8582
   791
    while ( pMappingString )
slouken@8582
   792
    {
slouken@8582
   793
        SDL_GameControllerAddMapping( pMappingString );
slouken@8582
   794
slouken@8582
   795
        i++;
slouken@8582
   796
        pMappingString = s_ControllerMappings[i];
slouken@8582
   797
    }
slouken@8582
   798
slouken@8582
   799
    /* load in any user supplied config */
slouken@8582
   800
    SDL_GameControllerLoadHints();
slouken@8582
   801
slouken@8582
   802
    /* watch for joy events and fire controller ones if needed */
slouken@8582
   803
    SDL_AddEventWatch( SDL_GameControllerEventWatcher, NULL );
slouken@8582
   804
slouken@8582
   805
    return (0);
slouken@8582
   806
}
slouken@8582
   807
slouken@8582
   808
slouken@8582
   809
/*
slouken@8582
   810
 * Get the implementation dependent name of a controller
slouken@8582
   811
 */
slouken@8582
   812
const char *
slouken@8582
   813
SDL_GameControllerNameForIndex(int device_index)
slouken@8582
   814
{
slouken@8582
   815
    ControllerMapping_t *pSupportedController =  SDL_PrivateGetControllerMapping(device_index);
slouken@8582
   816
    if ( pSupportedController )
slouken@8582
   817
    {
slouken@8582
   818
        return pSupportedController->name;
slouken@8582
   819
    }
slouken@8582
   820
    return NULL;
slouken@8582
   821
}
slouken@8582
   822
slouken@8582
   823
slouken@8582
   824
/*
slouken@8582
   825
 * Return 1 if the joystick at this device index is a supported controller
slouken@8582
   826
 */
slouken@8582
   827
SDL_bool
slouken@8582
   828
SDL_IsGameController(int device_index)
slouken@8582
   829
{
slouken@8582
   830
    ControllerMapping_t *pSupportedController =  SDL_PrivateGetControllerMapping(device_index);
slouken@8582
   831
    if ( pSupportedController )
slouken@8582
   832
    {
slouken@8582
   833
        return SDL_TRUE;
slouken@8582
   834
    }
slouken@8582
   835
slouken@8582
   836
    return SDL_FALSE;
slouken@8582
   837
}
slouken@8582
   838
slouken@8582
   839
/*
slouken@8582
   840
 * Open a controller for use - the index passed as an argument refers to
slouken@8582
   841
 * the N'th controller on the system.  This index is the value which will
slouken@8582
   842
 * identify this controller in future controller events.
slouken@8582
   843
 *
slouken@8582
   844
 * This function returns a controller identifier, or NULL if an error occurred.
slouken@8582
   845
 */
slouken@8582
   846
SDL_GameController *
slouken@8582
   847
SDL_GameControllerOpen(int device_index)
slouken@8582
   848
{
slouken@8582
   849
    SDL_GameController *gamecontroller;
slouken@8582
   850
    SDL_GameController *gamecontrollerlist;
slouken@8582
   851
    ControllerMapping_t *pSupportedController = NULL;
slouken@8582
   852
slouken@8582
   853
    if ((device_index < 0) || (device_index >= SDL_NumJoysticks())) {
slouken@8582
   854
        SDL_SetError("There are %d joysticks available", SDL_NumJoysticks());
slouken@8582
   855
        return (NULL);
slouken@8582
   856
    }
slouken@8582
   857
slouken@8582
   858
    gamecontrollerlist = SDL_gamecontrollers;
slouken@8582
   859
    /* If the controller is already open, return it */
slouken@8582
   860
    while ( gamecontrollerlist )
slouken@8582
   861
    {
slouken@8582
   862
        if ( SDL_SYS_GetInstanceIdOfDeviceIndex(device_index) == gamecontrollerlist->joystick->instance_id ) {
slouken@8582
   863
                gamecontroller = gamecontrollerlist;
slouken@8582
   864
                ++gamecontroller->ref_count;
slouken@8582
   865
                return (gamecontroller);
slouken@8582
   866
        }
slouken@8582
   867
        gamecontrollerlist = gamecontrollerlist->next;
slouken@8582
   868
    }
slouken@8582
   869
slouken@8582
   870
    /* Find a controller mapping */
slouken@8582
   871
    pSupportedController =  SDL_PrivateGetControllerMapping(device_index);
slouken@8582
   872
    if ( !pSupportedController ) {
slouken@8582
   873
        SDL_SetError("Couldn't find mapping for device (%d)", device_index );
slouken@8582
   874
        return (NULL);
slouken@8582
   875
    }
slouken@8582
   876
slouken@8582
   877
    /* Create and initialize the joystick */
slouken@8582
   878
    gamecontroller = (SDL_GameController *) SDL_malloc((sizeof *gamecontroller));
slouken@8582
   879
    if (gamecontroller == NULL) {
slouken@8582
   880
        SDL_OutOfMemory();
slouken@8582
   881
        return NULL;
slouken@8582
   882
    }
slouken@8582
   883
slouken@8582
   884
    SDL_memset(gamecontroller, 0, (sizeof *gamecontroller));
slouken@8582
   885
    gamecontroller->joystick = SDL_JoystickOpen(device_index);
slouken@8582
   886
    if ( !gamecontroller->joystick ) {
slouken@8582
   887
        SDL_free(gamecontroller);
slouken@8582
   888
        return NULL;
slouken@8582
   889
    }
slouken@8582
   890
slouken@8582
   891
    SDL_PrivateLoadButtonMapping( &gamecontroller->mapping, pSupportedController->guid, pSupportedController->name, pSupportedController->mapping );
slouken@8582
   892
slouken@8582
   893
    /* Add joystick to list */
slouken@8582
   894
    ++gamecontroller->ref_count;
slouken@8582
   895
    /* Link the joystick in the list */
slouken@8582
   896
    gamecontroller->next = SDL_gamecontrollers;
slouken@8582
   897
    SDL_gamecontrollers = gamecontroller;
slouken@8582
   898
slouken@8582
   899
    SDL_SYS_JoystickUpdate( gamecontroller->joystick );
slouken@8582
   900
slouken@8582
   901
    return (gamecontroller);
slouken@8582
   902
}
slouken@8582
   903
slouken@8582
   904
/*
slouken@8582
   905
 * Manually pump for controller updates.
slouken@8582
   906
 */
slouken@8582
   907
void
slouken@8582
   908
SDL_GameControllerUpdate(void)
slouken@8582
   909
{
slouken@8582
   910
    /* Just for API completeness; the joystick API does all the work. */
slouken@8582
   911
    SDL_JoystickUpdate();
slouken@8582
   912
}
slouken@8582
   913
slouken@8582
   914
slouken@8582
   915
/*
slouken@8582
   916
 * Get the current state of an axis control on a controller
slouken@8582
   917
 */
slouken@8582
   918
Sint16
slouken@8582
   919
SDL_GameControllerGetAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxis axis)
slouken@8582
   920
{
slouken@8582
   921
    if ( !gamecontroller )
slouken@8582
   922
        return 0;
slouken@8582
   923
slouken@8582
   924
    if (gamecontroller->mapping.axes[axis] >= 0 )
slouken@8582
   925
    {
slouken@8582
   926
        Sint16 value = ( SDL_JoystickGetAxis( gamecontroller->joystick, gamecontroller->mapping.axes[axis]) );
slouken@8582
   927
        switch (axis)
slouken@8582
   928
        {
slouken@8582
   929
            case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
slouken@8582
   930
            case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
slouken@8582
   931
                /* Shift it to be 0 - 32767. */
slouken@8582
   932
                value = value / 2 + 16384;
slouken@8582
   933
            default:
slouken@8582
   934
                break;
slouken@8582
   935
        }
slouken@8582
   936
        return value;
slouken@8582
   937
    }
slouken@8582
   938
    else if (gamecontroller->mapping.buttonasaxis[axis] >= 0 )
slouken@8582
   939
    {
slouken@8582
   940
        Uint8 value;
slouken@8582
   941
        value = SDL_JoystickGetButton( gamecontroller->joystick, gamecontroller->mapping.buttonasaxis[axis] );
slouken@8582
   942
        if ( value > 0 )
slouken@8582
   943
            return 32767;
slouken@8582
   944
        return 0;
slouken@8582
   945
    }
slouken@8582
   946
    return 0;
slouken@8582
   947
}
slouken@8582
   948
slouken@8582
   949
slouken@8582
   950
/*
slouken@8582
   951
 * Get the current state of a button on a controller
slouken@8582
   952
 */
slouken@8582
   953
Uint8
slouken@8582
   954
SDL_GameControllerGetButton(SDL_GameController * gamecontroller, SDL_GameControllerButton button)
slouken@8582
   955
{
slouken@8582
   956
    if ( !gamecontroller )
slouken@8582
   957
        return 0;
slouken@8582
   958
slouken@8582
   959
    if ( gamecontroller->mapping.buttons[button] >= 0 )
slouken@8582
   960
    {
slouken@8582
   961
        return ( SDL_JoystickGetButton( gamecontroller->joystick, gamecontroller->mapping.buttons[button] ) );
slouken@8582
   962
    }
slouken@8582
   963
    else if ( gamecontroller->mapping.axesasbutton[button] >= 0 )
slouken@8582
   964
    {
slouken@8582
   965
        Sint16 value;
slouken@8582
   966
        value = SDL_JoystickGetAxis( gamecontroller->joystick, gamecontroller->mapping.axesasbutton[button] );
slouken@8582
   967
        if ( ABS(value) > 32768/2 )
slouken@8582
   968
            return 1;
slouken@8582
   969
        return 0;
slouken@8582
   970
    }
slouken@8582
   971
    else if ( gamecontroller->mapping.hatasbutton[button].hat >= 0 )
slouken@8582
   972
    {
slouken@8582
   973
        Uint8 value;
slouken@8582
   974
        value = SDL_JoystickGetHat( gamecontroller->joystick, gamecontroller->mapping.hatasbutton[button].hat );
slouken@8582
   975
slouken@8582
   976
        if ( value & gamecontroller->mapping.hatasbutton[button].mask )
slouken@8582
   977
            return 1;
slouken@8582
   978
        return 0;
slouken@8582
   979
    }
slouken@8582
   980
slouken@8582
   981
    return 0;
slouken@8582
   982
}
slouken@8582
   983
slouken@8582
   984
/*
slouken@8582
   985
 * Return if the joystick in question is currently attached to the system,
slouken@8582
   986
 *  \return 0 if not plugged in, 1 if still present.
slouken@8582
   987
 */
slouken@8582
   988
SDL_bool
slouken@8582
   989
SDL_GameControllerGetAttached( SDL_GameController * gamecontroller )
slouken@8582
   990
{
slouken@8582
   991
    if ( !gamecontroller )
slouken@8582
   992
        return SDL_FALSE;
slouken@8582
   993
slouken@8582
   994
    return SDL_JoystickGetAttached(gamecontroller->joystick);
slouken@8582
   995
}
slouken@8582
   996
slouken@8582
   997
slouken@8582
   998
/*
slouken@8582
   999
 * Get the number of multi-dimensional axis controls on a joystick
slouken@8582
  1000
 */
slouken@8582
  1001
const char *
slouken@8582
  1002
SDL_GameControllerName(SDL_GameController * gamecontroller)
slouken@8582
  1003
{
slouken@8582
  1004
    if ( !gamecontroller )
slouken@8582
  1005
        return NULL;
slouken@8582
  1006
slouken@8582
  1007
    return (gamecontroller->mapping.name);
slouken@8582
  1008
}
slouken@8582
  1009
slouken@8582
  1010
slouken@8582
  1011
/*
slouken@8582
  1012
 * Get the joystick for this controller
slouken@8582
  1013
 */
slouken@8582
  1014
SDL_Joystick *SDL_GameControllerGetJoystick(SDL_GameController * gamecontroller)
slouken@8582
  1015
{
slouken@8582
  1016
    if ( !gamecontroller )
slouken@8582
  1017
        return NULL;
slouken@8582
  1018
slouken@8582
  1019
    return gamecontroller->joystick;
slouken@8582
  1020
}
slouken@8582
  1021
slouken@8582
  1022
/**
slouken@8582
  1023
 * Get the SDL joystick layer binding for this controller axis mapping
slouken@8582
  1024
 */
slouken@8582
  1025
SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxis axis)
slouken@8582
  1026
{
slouken@8582
  1027
    SDL_GameControllerButtonBind bind;
slouken@8582
  1028
    SDL_memset( &bind, 0x0, sizeof(bind) );
slouken@8582
  1029
slouken@8582
  1030
    if ( !gamecontroller || axis == SDL_CONTROLLER_AXIS_INVALID )
slouken@8582
  1031
        return bind;
slouken@8582
  1032
slouken@8582
  1033
    if (gamecontroller->mapping.axes[axis] >= 0 )
slouken@8582
  1034
    {
slouken@8582
  1035
        bind.bindType = SDL_CONTROLLER_BINDTYPE_AXIS;
slouken@8582
  1036
        bind.value.button = gamecontroller->mapping.axes[axis];
slouken@8582
  1037
    }
slouken@8582
  1038
    else if (gamecontroller->mapping.buttonasaxis[axis] >= 0 )
slouken@8582
  1039
    {
slouken@8582
  1040
        bind.bindType = SDL_CONTROLLER_BINDTYPE_BUTTON;
slouken@8582
  1041
        bind.value.button = gamecontroller->mapping.buttonasaxis[axis];
slouken@8582
  1042
    }
slouken@8582
  1043
slouken@8582
  1044
    return bind;
slouken@8582
  1045
}
slouken@8582
  1046
slouken@8582
  1047
slouken@8582
  1048
/**
slouken@8582
  1049
 * Get the SDL joystick layer binding for this controller button mapping
slouken@8582
  1050
 */
slouken@8582
  1051
SDL_GameControllerButtonBind SDL_GameControllerGetBindForButton(SDL_GameController * gamecontroller, SDL_GameControllerButton button)
slouken@8582
  1052
{
slouken@8582
  1053
    SDL_GameControllerButtonBind bind;
slouken@8582
  1054
    SDL_memset( &bind, 0x0, sizeof(bind) );
slouken@8582
  1055
slouken@8582
  1056
    if ( !gamecontroller || button == SDL_CONTROLLER_BUTTON_INVALID )
slouken@8582
  1057
        return bind;
slouken@8582
  1058
slouken@8582
  1059
    if ( gamecontroller->mapping.buttons[button] >= 0 )
slouken@8582
  1060
    {
slouken@8582
  1061
        bind.bindType = SDL_CONTROLLER_BINDTYPE_BUTTON;
slouken@8582
  1062
        bind.value.button = gamecontroller->mapping.buttons[button];
slouken@8582
  1063
    }
slouken@8582
  1064
    else if ( gamecontroller->mapping.axesasbutton[button] >= 0 )
slouken@8582
  1065
    {
slouken@8582
  1066
        bind.bindType = SDL_CONTROLLER_BINDTYPE_AXIS;
slouken@8582
  1067
        bind.value.axis = gamecontroller->mapping.axesasbutton[button];
slouken@8582
  1068
    }
slouken@8582
  1069
    else if ( gamecontroller->mapping.hatasbutton[button].hat >= 0 )
slouken@8582
  1070
    {
slouken@8582
  1071
        bind.bindType = SDL_CONTROLLER_BINDTYPE_HAT;
slouken@8582
  1072
        bind.value.hat.hat = gamecontroller->mapping.hatasbutton[button].hat;
slouken@8582
  1073
        bind.value.hat.hat_mask = gamecontroller->mapping.hatasbutton[button].mask;
slouken@8582
  1074
    }
slouken@8582
  1075
slouken@8582
  1076
    return bind;
slouken@8582
  1077
}
slouken@8582
  1078
slouken@8582
  1079
slouken@8582
  1080
/*
slouken@8582
  1081
 * Close a joystick previously opened with SDL_JoystickOpen()
slouken@8582
  1082
 */
slouken@8582
  1083
void
slouken@8582
  1084
SDL_GameControllerClose(SDL_GameController * gamecontroller)
slouken@8582
  1085
{
slouken@8582
  1086
    SDL_GameController *gamecontrollerlist, *gamecontrollerlistprev;
slouken@8582
  1087
slouken@8582
  1088
    if ( !gamecontroller )
slouken@8582
  1089
        return;
slouken@8582
  1090
slouken@8582
  1091
    /* First decrement ref count */
slouken@8582
  1092
    if (--gamecontroller->ref_count > 0) {
slouken@8582
  1093
        return;
slouken@8582
  1094
    }
slouken@8582
  1095
slouken@8582
  1096
    SDL_JoystickClose( gamecontroller->joystick );
slouken@8582
  1097
slouken@8582
  1098
    gamecontrollerlist = SDL_gamecontrollers;
slouken@8582
  1099
    gamecontrollerlistprev = NULL;
slouken@8582
  1100
    while ( gamecontrollerlist )
slouken@8582
  1101
    {
slouken@8582
  1102
        if (gamecontroller == gamecontrollerlist)
slouken@8582
  1103
        {
slouken@8582
  1104
            if ( gamecontrollerlistprev )
slouken@8582
  1105
            {
slouken@8582
  1106
                /* unlink this entry */
slouken@8582
  1107
                gamecontrollerlistprev->next = gamecontrollerlist->next;
slouken@8582
  1108
            }
slouken@8582
  1109
            else
slouken@8582
  1110
            {
slouken@8582
  1111
                SDL_gamecontrollers = gamecontroller->next;
slouken@8582
  1112
            }
slouken@8582
  1113
slouken@8582
  1114
            break;
slouken@8582
  1115
        }
slouken@8582
  1116
        gamecontrollerlistprev = gamecontrollerlist;
slouken@8582
  1117
        gamecontrollerlist = gamecontrollerlist->next;
slouken@8582
  1118
    }
slouken@8582
  1119
slouken@8582
  1120
    SDL_free(gamecontroller);
slouken@8582
  1121
}
slouken@8582
  1122
slouken@8582
  1123
slouken@8582
  1124
/*
slouken@8582
  1125
 * Quit the controller subsystem
slouken@8582
  1126
 */
slouken@8582
  1127
void
slouken@8582
  1128
SDL_GameControllerQuit(void)
slouken@8582
  1129
{
slouken@8582
  1130
    ControllerMapping_t *pControllerMap;
slouken@8582
  1131
    while ( SDL_gamecontrollers )
slouken@8582
  1132
    {
slouken@8582
  1133
        SDL_gamecontrollers->ref_count = 1;
slouken@8582
  1134
        SDL_GameControllerClose(SDL_gamecontrollers);
slouken@8582
  1135
    }
slouken@8582
  1136
slouken@8582
  1137
    while ( s_pSupportedControllers )
slouken@8582
  1138
    {
slouken@8582
  1139
        pControllerMap = s_pSupportedControllers;
slouken@8582
  1140
        s_pSupportedControllers = s_pSupportedControllers->next;
slouken@8582
  1141
        SDL_free( pControllerMap->name );
slouken@8582
  1142
        SDL_free( pControllerMap );
slouken@8582
  1143
    }
slouken@8582
  1144
slouken@8582
  1145
    SDL_DelEventWatch( SDL_GameControllerEventWatcher, NULL );
slouken@8582
  1146
slouken@8582
  1147
}
slouken@8582
  1148
slouken@8582
  1149
/*
slouken@8582
  1150
 * Event filter to transform joystick events into appropriate game controller ones
slouken@8582
  1151
 */
slouken@8582
  1152
int
slouken@8582
  1153
SDL_PrivateGameControllerAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxis axis, Sint16 value)
slouken@8582
  1154
{
slouken@8582
  1155
    int posted;
slouken@8582
  1156
slouken@8582
  1157
    /* translate the event, if desired */
slouken@8582
  1158
    posted = 0;
slouken@8582
  1159
#if !SDL_EVENTS_DISABLED
slouken@8582
  1160
    if (SDL_GetEventState(SDL_CONTROLLERAXISMOTION) == SDL_ENABLE) {
slouken@8582
  1161
        SDL_Event event;
slouken@8582
  1162
        event.type = SDL_CONTROLLERAXISMOTION;
slouken@8582
  1163
        event.caxis.which = gamecontroller->joystick->instance_id;
slouken@8582
  1164
        event.caxis.axis = axis;
slouken@8582
  1165
        event.caxis.value = value;
slouken@8582
  1166
        posted = SDL_PushEvent(&event) == 1;
slouken@8582
  1167
    }
slouken@8582
  1168
#endif /* !SDL_EVENTS_DISABLED */
slouken@8582
  1169
    return (posted);
slouken@8582
  1170
}
slouken@8582
  1171
slouken@8582
  1172
slouken@8582
  1173
/*
slouken@8582
  1174
 * Event filter to transform joystick events into appropriate game controller ones
slouken@8582
  1175
 */
slouken@8582
  1176
int
slouken@8582
  1177
SDL_PrivateGameControllerButton(SDL_GameController * gamecontroller, SDL_GameControllerButton button, Uint8 state)
slouken@8582
  1178
{
slouken@8582
  1179
    int posted;
slouken@8582
  1180
#if !SDL_EVENTS_DISABLED
slouken@8582
  1181
    SDL_Event event;
slouken@8582
  1182
slouken@8582
  1183
    if ( button == SDL_CONTROLLER_BUTTON_INVALID )
slouken@8582
  1184
        return (0);
slouken@8582
  1185
slouken@8582
  1186
    switch (state) {
slouken@8582
  1187
    case SDL_PRESSED:
slouken@8582
  1188
        event.type = SDL_CONTROLLERBUTTONDOWN;
slouken@8582
  1189
        break;
slouken@8582
  1190
    case SDL_RELEASED:
slouken@8582
  1191
        event.type = SDL_CONTROLLERBUTTONUP;
slouken@8582
  1192
        break;
slouken@8582
  1193
    default:
slouken@8582
  1194
        /* Invalid state -- bail */
slouken@8582
  1195
        return (0);
slouken@8582
  1196
    }
slouken@8582
  1197
#endif /* !SDL_EVENTS_DISABLED */
slouken@8582
  1198
slouken@8582
  1199
    /* translate the event, if desired */
slouken@8582
  1200
    posted = 0;
slouken@8582
  1201
#if !SDL_EVENTS_DISABLED
slouken@8582
  1202
    if (SDL_GetEventState(event.type) == SDL_ENABLE) {
slouken@8582
  1203
        event.cbutton.which = gamecontroller->joystick->instance_id;
slouken@8582
  1204
        event.cbutton.button = button;
slouken@8582
  1205
        event.cbutton.state = state;
slouken@8582
  1206
        posted = SDL_PushEvent(&event) == 1;
slouken@8582
  1207
    }
slouken@8582
  1208
#endif /* !SDL_EVENTS_DISABLED */
slouken@8582
  1209
    return (posted);
slouken@8582
  1210
}
slouken@8582
  1211
slouken@8582
  1212
/*
slouken@8582
  1213
 * Turn off controller events
slouken@8582
  1214
 */
slouken@8582
  1215
int
slouken@8582
  1216
SDL_GameControllerEventState(int state)
slouken@8582
  1217
{
slouken@8582
  1218
#if SDL_EVENTS_DISABLED
slouken@8582
  1219
    return SDL_IGNORE;
slouken@8582
  1220
#else
slouken@8582
  1221
    const Uint32 event_list[] = {
slouken@8582
  1222
        SDL_CONTROLLERAXISMOTION, SDL_CONTROLLERBUTTONDOWN, SDL_CONTROLLERBUTTONUP,
slouken@8582
  1223
        SDL_CONTROLLERDEVICEADDED, SDL_CONTROLLERDEVICEREMOVED, SDL_CONTROLLERDEVICEREMAPPED,
slouken@8582
  1224
    };
slouken@8582
  1225
    unsigned int i;
slouken@8582
  1226
slouken@8582
  1227
    switch (state) {
slouken@8582
  1228
    case SDL_QUERY:
slouken@8582
  1229
        state = SDL_IGNORE;
slouken@8582
  1230
        for (i = 0; i < SDL_arraysize(event_list); ++i) {
slouken@8582
  1231
            state = SDL_EventState(event_list[i], SDL_QUERY);
slouken@8582
  1232
            if (state == SDL_ENABLE) {
slouken@8582
  1233
                break;
slouken@8582
  1234
            }
slouken@8582
  1235
        }
slouken@8582
  1236
        break;
slouken@8582
  1237
    default:
slouken@8582
  1238
        for (i = 0; i < SDL_arraysize(event_list); ++i) {
slouken@8582
  1239
            SDL_EventState(event_list[i], state);
slouken@8582
  1240
        }
slouken@8582
  1241
        break;
slouken@8582
  1242
    }
slouken@8582
  1243
    return (state);
slouken@8582
  1244
#endif /* SDL_EVENTS_DISABLED */
slouken@8582
  1245
}
slouken@8582
  1246
slouken@8582
  1247
/* vi: set ts=4 sw=4 expandtab: */